- Slay the Avatar of Sha'neth, Mother of Ungoats? The weapon is now treated as "salt" when attacking Ungoats.
- Slay a shit load of mimics? The weapon now glows when mimics are near.
[HMtW] Bone Charms
We take their lives, we take their body, we take their fluids, and now we take their deaths. Is there no level to which we won’t sink?
| Yes, I obviously stole this idea from the Dishonored series |
"That terminal, desperate, futile hope that the final lance strike would miss."
"Defiance, bloodied but unbroken until the end. Pointless."
"That final moment of aggressive panic that could have changed the outcome, were it for naught."
"Lustful, hungry, aggressive wanting. The sort that binds a poor bastard to the cruel wheel of rebirth."
"Memories of long solitary treks; never ending, never resting."
"That tinkling in the pit of your stomach when gravity suddenly realizes that you are someone it should be concerned with."
"A fleeting force of will, called up by a dwindling reserve of determination."
"A frenzied drive for capital, sending desperate Fools to desperate shores for desperate acts."
"The grim realization that when this is over, you will be forgotten; a vague experience in a sea of chaos."
"Bloody determination in the face of inevitable defeat."
"Roiling, boil anger, seeking retribution against those who have trespassed against you."
"That very sudden and undeniable realization you've fucked up."
"A strange sense that things might, actually, despite all supporting evidence, work out for the best."
"The undeniable need to get away. To escape. To flee. Undeniable, but unfulfilled."
"The feeling you've done well, paired with unending loneliness. Cold and adrift."
"The knowing that you've been wronged and will continue to be until you show you aren't helpless."
"Whispering voices echo in your mind, bringing you knowledge to which you should not know."
"The fleeting moment of relief between instances of your stomach being evacuated."
Skrew Korps
What do you get when you jam the Military Industrial complex together with mindless Hollywood entertainment and force feed it to a culture that fetishizes technology, and is so degenerate and jaded to violence they actually see it as a form of entertainment?
Skrew Korps! *
Follow the war crimes thrilling adventures of psychopaths bold heroes as they invade countries for oil protect freedom around the world! Having insanely agreed to remove their brains from their healthy bodies been severely injured in combat by cowardly enemy forces and installed into life saving devices, the Skrew Korps travel the world overthrowing democratically elected governments at the behest of corporations righting wrongs and saving the day! Watch every Thursday at 9:30, after Family Pharmaceutical Challenge, only on CIA-TV!
Alright, what the damn hell did I just write?
Skrew Korps! is that horror produced when military field operations meet live documentary. Think "Parks and Rec," but with war criminals (besides Chris Pratt) and real. Named after an old comic book, the team is formed of four special operatives, along with their robotic mascot, who are effectively brains in jars, each one capable of interfacing with special machines and robotic bodies to assist in field operations.
The Team
*Certainly spelt with a 'K' due to market research and not a typo that went unnoticed due to lowered military education standards
d66 Books to Find in a Dungeon
Why not?
Titles and subtitles are in bold, descriptions (if applicable) are not.
The Wrecktangle
//GLOG/Optional/Armor
That thing I did with weapons? Doing it with Armor. End of intro.
Actually, a note: In the listed features the obvious option of "bulletproof" ain't present. That's namely because without that feature the armor really isn't armor, is it?
Armor
- Light Armor - 1 feature
- Medium Armor - 2 features
- Heavy Armor - 3 features
Features
- Active Camouflage - Microcameras transmit images to micromonitors on the opposite side of the armor, making the wearer harder to see. +2 to stealth
- AR Broadcasting - Transmit customizable images and/or messages detectable in augmented reality.
- Cheap - This armor is of poor construction and/or shoddy material. Only has one endurance point, leaving it to break on a critical failure/success during a Defense check. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper.
- Drag Handle - Sure, it seems silly, until your buddy has to figure out how to move your broken body and shot at attackers at the same time. Allows you to be moved without taking up inventory slots via a free hand
- Grapple Protection - From spikes to strips of electrical plating, the armor offers protection from being grappled. Anyone sustaining a grapple receives damage based on size (light d4, medium d6, heavy d8)
- Heavy - Adds an additional encumbrance point to the armor.
- High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however.
- Injector - Stores one dose of chemical and allows for injection without a free hand.
- Insulation [Cold] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
- Insulation [Electric] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
- Insulation [Fire] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
- Insulation [Radiation] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
- Kinetic Dampening - Be it reinforced ceramic plates, rubberized polycarbon chainmail laced within the armor, or some third gibberish phrase of impressive sounding words, the armor has enhanced ability to absorb impact damage. The FIRST time you would receive kinetic damage (even as little as 1 point) ignore it. This feature will need to be repaired after usage.
- Life Monitor - Monitors the wearers health and projects measurements into AR. Gives tool bonus to medic trying to apply their trade to the wearer.
- Light - Imposes one less encumbrance point than usual.
- Quick Access - Allows one inventory slot to be used as an additional quick inventory slot
It took you a month to write this?
Naw, I've just things to do, man. You know the drill.
//GLoG/Optional/Weapons
In working on the Drone system, I grew to like the idea of the modular feature system. Seemed good to me and feedback was generally positive. So, now, it's getting applied to Weapons as well. It'll be jammed into Armor too, at some point. This allows for avoiding an over long list of ever so slightly different weapons, as well as allows for a Borderlands style gun generator. Hope you like exploding mono-filament swords. Or reinforced depleted uranium shotguns.
That Ammo system I wrote a while back? Hot garbage. Cast it from your heart and turn your gaze from it. We will speak no more of it.
The list of features for melee and range weapons started off fairly different, but as progress continued, they soon grew more and more similar. But it was too late! They're were made as separate lists, they'll be published as separate lists. Also, some of the features are ever so slightly different between the two.
Also, I fully acknowledge prices would be helpful, however I don't intend to fix this until the generator. I am hideously cruel.
Features are stackable.
Melee Weapons
- Small - 1 feature
- Medium - 2 features
- Heavy - 3 features
- Cheap - This item is of poor construction and/or shoddy material. Only has one equipment condition check, leaving it to break on a critical failure/success. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper.
- Collapsible - Is able to be broken down into multiple parts that appear dissimilar or as other mundane objects, in order to fool anyone performing a search.
- Depleted Uranium - The world of 20XX has a lot of this stuff. Too much. Some dumb bastard as plated the hitting part of a melee weapon with it. Leaves traces of radioactivity on targets.
- Electrified - The hitting end of this weapon has an electrical current running through it. To a non-cyberaugmented person, the pain of the electricity is usually ignored due to the larger pain of the weapon hitting you. To an augmented person, however, the electricity causes havoc with the nerve feedback systems, doing an additional dice of damage. (1d6 becomes 2d6; 4d6 becomes 5d6; etc)
- Exploding - Creates an explosion forcing everything in a 20' radius to Save vs Explosion, or take 1d6 damage. Consumes current item on usage.
- Flaming - Part of this weapon literally catches on fire, doing an extra 1d4 Fire damage. Probably scares the hell out of people not expecting it.
- Flexible - Made to whip and bend. Ignores bonus from Shields.
- Heavy Weight - Takes an additional Inventory slot.
- High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however.
- Light Weight - takes up one less Inventory slot. Down to 1/2 slot.
- Mono-filament - The Vorpal of cyberpunk. Removes a limb from the target on a Critical Hit. Removes a limb from the user on a Critical Miss. (1d6: 1.Right Arm, 2. Left Arm, 3.Right Leg, 4.Left Leg, 5. Head, 6. Torso)
- Poison - Has poison injector within blade, with supply reservoir in the handle large enough for one dosage.
- Ranged - Whether the weapon is designed to be thrown, or has a ballistic spring loaded blade/head attached to a button for a sudden and violent release, this feature allows for a single, ranged attack, requiring a reload for the item to be used again.
- Rend - Weapon is designed to damage the armor as it attacks. On top of the applied damage, Armor takes an equipment check.
- Stun - On successful attack, target must Save vs Electric, or be stunned for 1d4 rounds.
- Thrusters - Micro rockets on the backside of the hitting part push it forward just a little bit harder. +1 to damage.
- Small - 1 feature
- Medium (1 hand) - 2 features
- Medium (rifle) - 3 Features
- Heavy - 4 features
- Auto-reloading - Automatically reloads the weapon, should further ammunition be within user's inventory.
- Auto-targeting - The on-board computer is a bloodthirsty sonovabitch. +1 to Attack.
- Cheap - This item is of poor construction and/or shoddy material. Only has one equipment condition check, leaving it to break on a critical failure/success. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper.
- Collapsible - Is able to be broken down into multiple parts that appear dissimilar or as other mundane objects, in order to fool anyone performing a search.
- Depleted Uranium - Leaves traces of radioactive material in the target. Also horrible cancer decades later!
- Explodable - Explodes (1 round delay), attacking everyone within 20' for (current ammo/2)d4 damage. Consumes the current item on usage.
- Explosive - Uses exploding rounds, doing 1 damage dice size larger. Critical fails in attacking destroys the gun and damages the user.
- Flechette - Fragile projectiles that shatter upon impact. Armored targets are immune to further effect, however unarmored targets must Save or being to Bleed
- Heavy Weight - Takes an additional Inventory slot.
- High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however.
- Laser - Shots are stack-able up to number of shots remaining. (ex. a fully charged medium weapon can fire 5d6 and 2d6 attacks on separate rounds before reload, or a full 7d6 requiring immediate reload)
- Light Weight - Takes up one less inventory space. Down to 1/2 a slot.
- Nonlethal - Damage done by this weapon is nonlethal.
- Phosphorous - Targets must Save or take an additional 1d4 worth of Fire damage every round until a round is spent to extinguish the flames. Flammable objects ignite when shot.
- Poison - Fires poisonous darts/capsules that force target to make a Save vs Poison on a successful hit, or be poisoned. By poison. Through poisoning.
- Reinforced - Guns aren't made to hit things with. This one has a reinforced frame, allowing for melee attacks for 1 dice size smaller. (If already d4, damage is nonlethal)
- Rend - Weapon fires ammo designed to damage the armor as it attacks. On top of the applied damage, Armor takes an equipment check.
- Security - Sensors in the grip read the user's fingerprints and only active the firing mechanism if the user is cleared.
- Silent - Weapon can be fired without a sound.
- Stun - On successful attack, target must Save vs Electric, or be stunned for 1d4 rounds.
- Suppressing Fire - Consumes four ammunition to force targets within 50' arc to Save vs Area Attack, or automatically lose initiative check next round.
- Video Sight - Mounted camera on the weapon communicates with eye augment or display gear, allowing for aiming, even while not facing in the same direction.
Grenades present a bit of an issue for the system: they're throwable, exploding, and generally take up one inventory slot while doing 1d6. Actually, while thinking how to word this, I realized I could just add another subsystem. I ain't paying by the word here. I can yammer on as long as I want. Either way, Grenades get the Ranged and Exploding features from melee, plus one of the following:
- EMP - Target caught in the explosion must make a further Save vs EMP or all of their equipment, including cyber augmentations, takes an equipment check.
- Flashbang - Target must make an additional Save or be Blind and Deaf for 1d4 rounds.
- Gas - Grenade releases a cloud of gas. Target must further Save vs Gas or suffer effects related to the gas within.
- Phosphorous - Jesus. Everything flammable within the blast radius catches on fire. Targets must Save or take additional 1d4 worth of Fire damage every round until a round is spent extinguishing the flames.
- Reinforced - Grenade can be used for bashing a bastard's head in for 1d4, should your anger get the best of you.
- Smoke - Explosion produces thick smoke which reduces visibility to zero. Anyone relying on normal sight is effectively Blind while in the cloud.
Examples
Mono-filiment Whip
Medium Melee Weapon
Features: Mono-filament, Light Weight
Iconic. Terrifying. A single, six foot long strand of electrified carbon molecules weaponized via the addition of a weighted end. People that use these are either experts or expendable.
Board with a Nail in it
Medium Melee Weapon
Features: Cheap, Light Weight
Fancy Board with a Nail in it
Medium Melee Weapon
Features: High Quality, Light Weight
It's a fancy board. With a fancy nail in it. The board itself is a cloned Redwood, and the nail has an engraved floral pattern with black accents against gold plating. The perfect gift for the thug who has everything.
Rocket Yo-Yo
Small Melee Weapon
Features: Thrusters
Literally just a weighted yo-yo with a model rocket engine epoxied to it. Does 1d4+1+Str damage.
Kongsberg "Mjolnir" Assault System
Heavy Melee Weapon
Features: Electrified, Ranged, Heavy Weight
Big godsdamn two-handed war hammer attached to a power generator on the user's back. Takes up four inventory slots, but in addition to the standard melee attack, allows for an electrical area attack against everyone in a 20 foot radius once per combat.
Urban Ranger Hitting Stick
Medium Rifle Weapon
Features: Auto-Targeting, Reinforced, Silent
A specialty made compound bow with a reinforced riser and limbs, useful for hitting people should they get too close. Does 1d8 ranged damage, and 1d6 melee damage.
Laser Cannon
Heavy Range Weapon
Features: Laser, Laser, Laser, Laser
Listen, am I about to tell you it has the potential to fire a single 28d10 shot? Yes, I believe I am. Takes four rounds to reload, however; one per laser battery. (each battery provides 7 shots)
Overcharging Laser Cannon
Heavy Range Weapon
Features: Laser, Laser, Laser, Explodable
Then again, why worry about reloading? Just flip the switch to overload (why is that there??) and throw at the enemy. Then just sit back and just watch for the potential 20d4 explosion.
Molly's Gun
Medium One-Handed Weapon
Features: Flechette, Poison
Coated in a poison derived from shell fish and really useful for shooting over-rich insane people in the eye. The perverts.
Medium One-Handed Weapon
Features: Laser, Silent
Without the satisfying "PEW PEW" of it's brethren lasers, it's really just a lethal laser pointer.
Powerfist
Heavy Melee Weapon
Features: Electrified, Rend, Thrusters
An electrified, spike knuckled glove with miniature rockets to push it into hitting slightly harder. Perfect for fucking someone's day up. Does 1d10+1+Str against non-augmented people or 2d10+1+Str against augmented people, and will ruin both of their armor.
//GLoG/$_drones_
Drones are semi-autonomous devices that come in various sizes and are made for various purposes. From maglev mounted cameras to a weapons platform mounted on Boston Dynamics' cheetah, each brings a unique edge to a mission.
Drones and vehicles seem like they would be counted as the same thing, but they're different. Both are still controllable through the Drone Control augment, just vehicles are a different can of worms. Complete robotic bodies are yet another thing entirely.
Making Your Own
Now, as I've stated elsewhere, making pages and pages of ever so slightly different items is not a thing I'm keen on. So, what Papa Bear is going to do, is give you the framework to make your own, then let you kids run wild with the whole dang thing. Also, this method should allow for another generator.
What follows is a list of features, ranging from mobility to assault. That's not exactly a quantifiable range, but I think you know what I'm getting at. Each applied feature determines an operation of the drone. The number of features applicable depend on the size of the drone.
| HD | Size | Number of Features |
|---|---|---|
| d4 | Small | 2 |
| d6 | Medium | 3 |
| d8 | Large | 4 |
| d10 | Huge | 5 |
Medium is about the size of a house cat. A fat one.
Large is around the size of a microwave.
Huge clocks in at the size of a refrigerator.
Why, yes, I am in my kitchen writing this. Why do you ask?
Base Defense is 10
Base Attack is N/A
Base Movement is N/A
Base Stealth is 5
HD is the hit die used to figure the drone's structural integrity. Anything less that maximum is dinged or scuffed in someway, with a 1 being "technically functional."
Features
Mobility - Separated for easy finding.
- Aquatic - Allows the drone to operate on, or below, the water. Adds Base Movement of 12 when in aquatic environments. Subsequent applications of this feature increase Movement by 2
- Flight - Allows for drove movement through the air, including hovering. Adds Base Movement of 12 when in the air. Subsequent applications of this feature increase Movement by 2
- Tread - Allows for the drone to move through soft terrain, such as mud and gravel, with ease. Adds Base Movement of 12 when on the ground, and ignores soft terrain penalties. Subsequent applications of this feature increase Movement by 2
- Walker - It's got chicken legs. Also, it can climb up, and over, obstacles, allowing for vertical and upside-down movement. Adds Base Movement of 12 when on a solid surface. Subsequent applications of this feature increase Movement by 2
- Wheels - Comes with or without spinners. Adds Base Movement of 14 when on flat, solid, firm surfaces. Subsequent applications of this feature increase Movement by 2
- Armor Platting - Adds additional armor to the chassis. +2 to Defense.
- Battering Ram - Hydraulic powered piston specially designed to beat the hell out of things in front of it. Adds 2-in-6 chance to break open a standard door. Each additional application increases the chance by 1-in-6. Structural hardness applies penalties.
- Cargo - An empty slot allowing for 1 inventory worth of equipment to be stored and ejected. Lockable.
- Camera - Allows for remote visual.
- Chemical Analyzer - Miniature laboratory that analyzes collected samples. Popular feature on Mars rovers.
- Dog Brain - Not a literal one, but a backup system that can carry out a simple command, should remote control suddenly be lost. If a dog could understand it, the command is simple enough.
- Electrical Shielding - Rubberized plates reduce incoming electric damage by 2 points.
- Fire Suppressant - Adds a fire suppressant system with enough suppressant to extinguish a campfire sized fire.
- Guardian - Armor plates that fold out, providing some measure of cover to those behind, at the cost of being a bigger target. Adds +2 to targets Defense, however suffers a -2 to own Defense.
- Grenade Launcher - Launches grenades. Adds base Attack of 11, or an additional grenade based attack.
- Gun - Installs a gun (d6 Damage) and ammo for 21 shots (manually refillable). Adds base Attack of 11. Additional applications increase the gun size (d6>d8>d10)
- Lights - External lights that allow for illumination. You know, like a light. Available in various colors.
- Manipulator - Adds a robot manipulator which is capable of performing basic gripping functions. Delicate operations are right out, i.e. It can hold the gun, but pulling the trigger is too fine of a motor function.
- Microphone - Allows for remote recording.
- Mine Layer - Carries a single mine, which is deploy-able.
- Reloader - Additional inventory slot for 21 rounds of ammo, which automatically reloads when the base 21 are used.
- Repair - Internal systems patch up any detected damage, though it takes a while. Restores 1 HP per hour.
- Signal Jammer - Blocks all signals within a 200' radius.
- Stealth - Modifies the propulsion system to run more silently. +2 to drone Stealth.
- Targeting Array - Assists in remote aiming. +1 to all Attacks.
//GLoG/Optional/Ammo
The hand-waving of having "enough" ammo not enough resource management for you? Fine, fine, ammo subsystem.
Some Terminology we'll be using, most of it used incorrectly to real life:
- Bullet - Misused term for centerfire cartridge consisting of bullet, propellant, and primer.
- Shot - An attacks worth of bullets. Varies based on type of gun.
- Magazine - A collection of shots. Like a quiver for bullets. Fits three to an inventory slot.
The Quick Way
The Longer Way
- Light pistols - 7 to 16 bullets
- Modern Semi-Automatic pistols - 15 to 18 bullets
- Modern Sporting rifles - 20 to 30 bullets
- Machine guns - 45 to 100 to 200 bullets
- Light Pistols - 7 shots per magazine
- Medium Pistols - 6 shots per magazine
- Medium Rifle - 6 shots per magazine
- Heavy Weapons - We've moved into belt fed at this point.
Ammo Types
Flechette - Fragile projectiles that shatter upon impact. Armored targets are immune to the damage, however unarmored targets receive an additional die worth of damage. (ex: Medium weapons do 2d6 instead of 1d6)
Paint - Does 0 damage to the target, however a successful attack leaves blotches of paint upon the target/armor until scrubbed off. I...suppose this could be used in a flamethrower...technically. Seems silly.
Tracker - Not typically used in mass, simply from the cost. Nano computer encased in a projectile that's transmits it's location through out the cloud.
//GLoG/equip.exe
So, Josh over at Rise Up Comis has
Prices are listed in NeuvoYen (Y), as it's one of the only remaining stable currencies. It's also one of the last paper currency left. The dollar isn't worth the paper it's printed on, and is still only accepted in the most of the Midwestern Micronations. The eastern US and Western Europe use a credit chip like currency, while Eastern Europe mostly uses bullets and alcohol. Lot of places use BitCoin. And there's always Company Script. But all this is fake, adjust the prices as you wish, tough guy.
"Wait, so how do I get these?" Fair question. The system is set up to give you starting items based on your past career and class, in addition to a standard set of starting equipment. You gotta use this equipment you have to make money, then find a dealer.
For the current players: I don't know what Josh is having us do, as we're gonna already be established in the one shot. Hassle him.
And yes, I know, a lot of this equipment only does one dedicated function. That's to avoid fiddliness. To keep it simple. I've an idea for upgrade slots, but 1) it's far from stream lined and 2) Shadowrun has shown there's no reason not to have ALL the upgrades. So what's the point? You want all the abilities, you're gonna have to make room in your inventory.
Inventory Slots and Encumbrance
Inventory slots and encumbrance work exactly as they do in the base system. You've a number of Inventory slots equal to your Strength + 2. Most items take up one slot, though two-handed weapons take up two. Armor takes up a number of slots equal to it's Defense bonus. Negligible items take up none, nor do coins and gems, should you encounter those antiques in this digital age.You gain 1 Encumbrance point for every Inventory slot over your capacity. Armor too causes encumbrance at a rate of one point of Encumbrance per Defense point over 3. (Defense 4 provides 1 Encumbrance point, Defense 5 provides 2, etc)
Starting Equipment
Starting characters are assumed to at least have the following:- Commlink
- Credit Chip
- "Enough" ammo for starting weapons
- Lower class living space
- And a random item from your last career
Weapons
Weapons typically come in three sizes (Light, Medium, and Heavy) across two categories (Melee and Ranged).Light Melee would be your daggers, stun batons, electro-brass knuckles. They do 1d4+Str damage and take up a single Inventory slot. They typically cost Y100.
Medium Melee would be your sword canes, rapiers, police batons. They do 1d6+Str damage and take up a single Inventory slot. If wielded with two hands, they do 1d8+Str damage. They typically cost Y400.
Heavy Melee would be your great swords, chainsaws, jaws-of-life. They do 1d10+Str and must be wielded with two hands. They take up two Inventory slots, and typically cost Y650.
Light Range would be your hold out pistols and stun guns. They do 1d4+Dex damage and take up a single Inventory slot. They typically cost Y150.
Medium Range weapons come in two forms: pistols (revolvers, machine pistols) and rifles (AK47, M16). Pistols do 1d6+Dex damage, take up a single Inventory slot, and allow for a free hand. Rifles do 1d8+Dex damage, take up two inventory slots, and need two hands to wield. They typically cost Y350 for pistols, Y600 for rifles.
Heavy Range weapons would be your miniguns, flame throwers, and sniper rifles. They do 1d10+Dex damage, take up two inventory slots and require both hands to use. They typically cost Y1500
This doesn't account for a third category, NewTech, which would be your lasers, sonic rifles, and anything weird or high scifi laying about. My suggestion is these should be rare and treated as magic items are in other games.
Grenades are technically ranged, and do 1d6 damage to everyone in a 20 foot radius. Flashbangs, on the other hand, force you to save vs blindness within the radius. They both cost you Y150 each.
Armor
Armor as well is divided into three sizes (Light, Medium, Heavy).Light Armor would be your leather jackets, gambeson, or impact mesh. They provide a Defense bonus of 2, and typically cost Y200.
Medium armor would be kevlar vests, flack jackets, or those chainsaw safety pants things. They provide a Defense bonus of 4, and typically cost Y500.
Heavy armor is standard riot gear - kevlar over chainmail, interwoven with impact mesh. They provide a Defense of 6 and will run you a hefty Y1100.
And again, there's the NewTech. Here is where we get the power suits and electron shields. Good for big bads and McGuffins for stealing.
Riot Shields will run you Y1200 , take up a free hand, and provide standard shield bonus.
Equipment
Okay, alright, here starts the list. I can stay focused. Name, price, brief description. Items take up one slot, unless otherwise noted.Breaking and Entering
Autopicker (Y1000) - A gun shaped device that fits a pair of lockpick in the "muzzle" and used by pulling the trigger. Adds +1 to lock picking attempts against mechanical locks.Explosive Breaching Charges (Y250) - For when everything else in this section fails. Consumed on use.
Lockpicks (Y200) - Required for the use of the lockpick skill against mechanical locks.
Sequencer (Y250) - RNG add-on for a Skeleton passkey. Generates random combinations to attempt to force an electronic lock. Adds +1 to lockpicking against electronic locks.
Skeleton passkey (Y2000) - Blank keycard wired to a small handheld terminal. Required for lockpicking against an electronic lock.
Medical
Chemical Analyzer (Y700) - A briefcase sized laboratory used to analyze unknown chemical samples. If sample is not found within the on-board databases, it will return a compound most similar.Dissection Kit (Y250) - Used for field surgery. And field dissection.
First-Aid Kit (Y50) - Required for First Aid skill usage. Consumed on use.
Medical Scanner (Y350) - Injects nanobots into the patient to provide medical condition readouts to the hand held remote. Provides +1 on First Aid usage. Nanobots are Y50 a dose, are consumed on usage, and eventually are absorbed safely by the host body.
Trama Patches (Y40) - Adhesive dermal patches (often called "slap patches" due to how they're applied) that are soaked in various pain medications and coagulators that get absorbed into the skin. Temporarily (about an hour) restores 1d4 hit points. Consumed on use.
Surveillance and Countermeasures
Binoculars (Y50) - You know what these are. Don't fight me on this.Bug Scanner (Y500) - Scans local signals for known recording device (audio and video) signatures. Devices must save to remain hidden.
Hand Radio (Y500) - Antiquated technology that uses radio waves for communication. Your grandpa called them "Walkie Talkies" for some reason. Comes with ear piece and throat mic for an additional Y100.
Laser Microphone (Y600) - Measures the vibration of a smooth surface from up to 500 yards and translates to audio data. Immune to White Noise.
Nightvision goggles (Y800) - Generates a false light, green tinted image of the world around you, out to 100 feet, allowing you to effectively see in the dark. Inflicts a -4 to saves vs bright lights while using.
Signal Jammer (Y500) - Illegal. Blocks all signals within a 200' radius.
Vampire Data Tap (Y300) - A small clamp device with plural spikes on the inside used for physically tapping into network cables.
White Noise Generator (Y300) - Good for providing white noise to ease your tinnitus so you can sleep at night. Sucks, doesn't it? Oh how I regret the choices of my youth and long for the sound of true silence. Anyway, through turning the volume all the way up, this can also be used to generate background noise to throw off any audio recording devices.
Personal Entertainment
Commlink (Y1000) - Life in 20XX is built around these. They act as modern cell phones, data chip readers, cameras, audio recorder, audio player, AM/FM radio, PAN hub controller, digital assistant and much more. All this in a convenient 11"x8"x1" case! Buy yours now, and be sure to pick up the latest attachments today! (Commlink accessories are typically compatable with cyberdecks.)
Credit Chip (Y5) - Like a digital wallet and debit card. Law abiding citizens will note the convenience it provides. Your sort of people will note the "eggs in one basket" feature of it.
Gargoyle Suit (Y1500) - A body suit loaded with communication equipment and transmitters for more detailed interaction within cyberspace. Typically used for video games, special batons allow for melee attacks within All active Face abilities cease to function while wearing this. You big nerd.
Neural Brainwave Editor (Y800) - An electrode system used to alter the user's brainwaves to a desired emotion, typically used for sleep induction. Called a "vizzy" by the same sort of people that refer to a neck based commlink as an "uvvy", cyberstoners typically rewire the unit to generate feedback, allowing for a software based high.
Stereoconversion Goggles (Y500) - Converts viewed 2D image to 3D. Popular among the spraypaint tagging crowd.
Tools
Breathing Mask (Y300) - A standard mask covering user's nose and mouth, with dual replaceable filters. Popular with Sprawl and Singapore city dwellers. Gives +2 for saves against gas. More chic versions allow for fresh air plug-ins, for the occasional treat of clean air.Crowbar (Y50) - Or "prybar" for the anticorvites. Provides +2 on strength based attempts at prying something open.
Cutting Torch (Y250) - Hand held touch powered by oxy/acetalyne gas in replaceable fuel tank. Often used for cutting through metal. Replacement tanks are Y80.
Electronics Kit (Y250) - Used in and needed for repairing electronics.
Flashlight (Y25) - I shouldn't have to explain this one either.
Glowpaint (Y25/sq ft) - Glow-in-the-dark paint that gives off a soft glow. Good for locating the covered object in the dark, poor for seeing by.
Glowstick (Y10) - Six inch plastic tube chemical light. Crack and shake to activate. Provides soft light for 6 hours that's bright enough to read by.
Glowtape (Y25/yard) - Like Glowpaint, but in tape form.
Glue sprayer (Y150) - Mini aerosol canister of industrial strength super glow. Contains a single usage, which is enough to cover three square feet (such as gluing a door shut). Add a -2 penalty to any attempts at separating the bound items.
Glue solvent (Y90) - Mini aerosol opposite of the Glue Sprayer. Needed to counteract the penalty.
Protective Goggles (Y200) - Photosensitive protective eyewear, typically used by welders. Provides +2 to saves vs light.
Repair Kits (Y500) - Typically used for various repair jobs, kits come specific to the task at hand. Electronics kit is used to repair electronics, gunsmith kit is used in repairing guns, mechanics tool kit is used for mechanical repairs. Required to use those skills. Takes two slots.
Rope (Y20/yard) - Nylon rope with interwoven carbon fiber. Can hold about 2,000 lbs.
Spray Paint (Y20) - Comes in various colors and covers roughly 25 square feet of surface area.
Tech Diagnostical Tool (Y250) - Handheld computer (wrist mounted versions available) with diagnostic programs, electronic probes, and schematic databases. Gives a +1 situational bonus to computer device repair skills.




